
[Files]
sff = fight.sff
snd = fight.snd
font1 = font/QOH_BIG.fnt
font2 = font/num1.fnt
font3 = font/name1.fnt
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
;p1.front.anim = 11
p1.range.x  = 5,-120
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 10
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.spr = 12,0
p2.mid.facing = -1
p2.front.spr = 13,0
;p2.front.anim = 11
p2.front.facing = -1
p2.range.x = -5,120

[Begin Action 10] ;Darkened lifebar background 
10,0, 0,0, 1, , S

[Begin Action 11]
13,0,0,0,1
-1,0,0,0,1

[Simul Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 20
p1.bg1.spr = 21,0
p1.mid.offset = 0,-1
p1.mid.spr = 22,0
p1.front.offset = 0,-1
p1.front.spr = 23,0
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 20
p2.bg0.facing = -1
p2.bg1.spr = 21,0
p2.bg1.facing = -1
p2.mid.offset = 0,-1
p2.mid.spr = 22,0
p2.mid.facing = -1
p2.front.offset = 0,-1
p2.front.spr = 23,0
p2.front.facing = -1
p2.range.x = 0,127
;Player 3
p3.pos    = 140,15
p3.mid.spr = 22,0
p3.front.spr = 23,0
p3.range.x  = 0,-127
;Player 4
p4.pos    = 178,15
p4.mid.spr = 22,0
p4.mid.facing = -1
p4.front.spr = 23,0
p4.front.facing = -1
p4.range.x = 0,127

[Begin Action 20] ;Darkened lifebar background (team)
20,0, 0,0, 1, , S

[Turns Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 10
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.spr = 12,0
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.facing = -1
p2.range.x = 0,127

;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos    = 140,22
p1.bg0.anim = 40
p1.bg1.spr = 41,0
;p1.mid.spr = 42,0
p1.front.spr = 43,0
p1.range.x = -70,-120
p1.counter.offset = -125,6
p1.counter.font = 1,0, 0

;Player 2
p2.pos    = 178,22
p2.bg0.anim = 40
p2.bg0.facing = -1
p2.bg1.spr = 41,0
p2.bg1.facing = -1
;p2.mid.spr = 42,0
;p2.mid.facing = -1
p2.front.spr = 43,0
p2.front.facing = -1
p2.range.x  = 70,120
p2.counter.offset = 125,6
p2.counter.font = 1,0, 0

; --level sounds---
level1.snd = 21,0
level2.snd = 21,0
level3.snd = 21,0

[Begin Action 40] ;Darkened powerbar background 
40,0, 0,0, 1, , S


;-----------------------------------------------------------
[Face]
;Player 1
p1.pos    = 113,-10
p1.bg.spr = -1
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos    = 204,-10
p2.bg.spr = -1
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10

[Simul Face]
;Player 1
p1.pos    = 1,20
p1.bg.spr = 60,0
p1.face.spr = 9000,0
p1.face.scale = 0.6,0.6
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos    = 317,20
p2.bg.spr = 60,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.scale = 0.6,0.6
p2.face.facing = -1
p2.face.offset = 0,10
;Player 3
p3.pos    = 2,20
p3.face.spr = 9000,0
p3.face.scale = 0.6,0.6
p3.face.facing = 1
p3.face.offset = 11,10
;Player 4
p4.pos    = 316,20
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.6,0.6
p4.face.facing = -1
p4.face.offset = -11,10

[Turns Face]
;Player 1
p1.pos    = 113,-10
p1.bg.spr = -1,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
p1.teammate.pos = 103,40
p1.teammate.spacing = 13,0
p1.teammate.bg.spr = 70,0
p1.teammate.ko.spr = 71,0
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 0.5,0.53
p1.teammate.face.facing = 1
p1.teammate.face.offset = 1,0
;Player 2
p2.pos    = 204,-10
p2.bg.spr = -1,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10
p2.teammate.pos = 214,40
p2.teammate.spacing = -13,0
p2.teammate.bg.spr = 70,0
p2.teammate.bg.facing = -1
p2.teammate.ko.spr = 71,0
p2.teammate.ko.facing = -1
p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = 0.5,0.53
p2.teammate.face.facing = -1
p2.teammate.face.offset = -1,0

;-----------------------------------------------------------
[Name]
p1.pos = -1
;p1.bg. = -1
p1.name.font = -1
;p2.bg. = -1
p2.pos = -1
p2.name.font = -1

[Simul Name]
p1.pos = -1
p1.name.font = 3,0, 1
p2.pos = -1
p2.name.font = 3,0, -1
p3.pos = -1
p3.name.font = 3,0, -1
p4.pos = -1
p4.name.font = 3,0, 1

[Turns Name]
p1.pos = -1
;p1.bg. =
p1.name.font = -1
;p2.bg. =
p2.pos = -1
p2.name.font = -1

;-----------------------------------------------------------
[Time]
pos = 160,23
; Uncomment the following line to use a bg component
;bg.spr = 
; Time count display
counter.offset = 0,0
counter.font = 2,0, 0
; Ticks for each count
framespercount = 60

;-----------------------------------------------------------
[Combo]
pos = 10,80         ;Coords to show
start.x = -40       ;Starting x-coords
counter.font = 2,4
counter.shake = 1   ;Set to 1 to shake count on hit
text.text = COMBOS!   ;You can use %i to show count in the text, eg "%i Hit!"
text.font = 1,0
text.offset = 3,0   ;Offset of text
displaytime = 90    ;Time to show text

;-----------------------------------------------------------
[Round]
match.wins = 2              ;Rounds needed to win a match
match.maxdrawgames = 1      ;Max number of drawgames allowed (-1 for infinite) *2001.11.01 NEW*
start.waittime = 150        ;Time to wait before starting intro

; Default position for all components
pos = 0,0

; ROUND X
round.time = 0             ;Time to show round display
round.default.offset = 160, 100
; Default component to show for each round. Text can include a %i to
; the round number. Use "round.default.anim" for animation instead of
; text.
;round.default.font = 1,0, 0
;round.default.text = Round %i
round.default.displaytime = 100
; Sounds to play for each round (optional, specify up to round 9)
round1.snd = 0,2
round2.snd = 0,2
round3.snd = 0,2
round.sndtime = 0           ;Time to play the sounds
; Components to show for each round (optional, specify up to round 9)
; Uncomment to use
round1.offset = 160, 100
round1.anim = 72
round2.offset = 160, 100
round2.anim = 72
round3.offset = 160, 100
round3.anim = 72

; FIGHT
fight.time = 0              ;Time to show FIGHT component
fight.offset = 160, 110     ;Component for FIGHT display
fight.anim = 80             ;.
fight.snd = 1,0             ;Sound to play
fight.sndtime = 0           ;Time to play sound

ctrl.time = 30              ;Time players get control after "Fight"

; KO
KO.time    = 0              ;Time to show KO component
KO.offset  = 160, 70        ;Component for KO display
KO.anim    = 200            ;.
KO.snd     = 2,0            ;Sound to play for KO announcement
; Double KO
DKO.offset = 160, 70
DKO.font   = 1,5
DKO.text   = Double K.O.
DKO.displaytime = 60
DKO.snd    = 2,1
; Time Over
TO.offset  = 160, 70
TO.font    = 1,5
TO.text    = Time Over
TO.displaytime = 60
TO.snd     = 2,2
KO.sndtime = 0             ;Time to play sound for KO, DKO and TO.
slow.time  = 60            ;Time for KO slowdown (in ticks)
over.waittime = 45         ;Time to wait after KO before player control is stopped
over.hittime = 10          ;Time after KO that players can still damage each other (for double KO)
over.wintime = 45          ;Time to wait before players change to win states
over.time = 210            ;Time to wait before round ends
; Time to wait before showing win/draw message
win.time = 60
; Win text
win.offset = 160, 70
win.font = 1,0
win.text = %s Wins
win.displaytime = 540
; 2-player win text
win2.offset = 160, 70
win2.font = 1,0
win2.text = %s and %s Win
win2.displaytime = 540
; Draw text
draw.offset = 160, 70
draw.font = 1,0
draw.text = Draw Game
draw.displaytime = 540

;"Fight!" Animation
[Begin Action 80]
80,0, 0,0, 15, ,S
80,0, 0,0, 10 
80,0, 0,0, 50, ,A1

;"get ready ??" Animation
[Begin Action 72]
72,0, 0,0, 3, ,A1
72,1, 0,0, 3, ,A1
72,2, 0,0, 3, ,A1
72,3, 0,0, 3, ,A1
72,4, 0,0, 3, ,A1
72,0, -120,0, 3, ,A1
72,1, -120,0, 3, ,A1
72,2, -120,0, 3, ,A1
72,3, -120,0, 3, ,A1
72,4, -120,0, 3, ,A1
72,0, -240,0, 3, ,A1
72,1, -240,0, 3, ,A1
72,2, -240,0, 3, ,A1
72,3, -240,0, 3, ,A1
72,4, -240,0, 3, ,A1
72,0, -480,0, 3, ,A1
72,1, -480,0, 3, ,A1
72,2, -480,0, 3, ,A1
72,3, -480,0, 3, ,A1
72,4, -480,0, 3, ,A1
72,0, -960,0, 3, ,A1
72,1, -960,0, 3, ,A1
72,2, -960,0, 3, ,A1
72,3, -960,0, 3, ,A1
72,4, -960,0, 50, ,A1

;"K.O." Animation
[Begin Action 200]
200,0, 0,0, 15, ,S
200,0, 0,0, 10
200,0, 0,0, 70, ,A1

;-----------------------------------------------------------
[WinIcon]
p1.pos = 20,43    ;33,43
p2.pos = 304,43   ;286,43
; Offset for next icon (x,y)
p1.iconoffset = 12,0  
p2.iconoffset = -12,0
; Counter text font and offset for representing wins
p1.counter.offset = 0,0
p1.counter.font = 2,1
p2.counter.offset = 0,0
p2.counter.font = 2,1
; Win by normal
p1.n.spr = 100,0
p2.n.spr = 100,0
; Win by special
p1.s.spr = 101,0
p2.s.spr = 101,0
; Win by hyper (super)
p1.h.spr = 102,0
p2.h.spr = 102,0
; Win by normal throw
p1.throw.spr = 103,0
p2.throw.spr = 103,0
; Win by cheese
p1.c.spr = 104,0
p2.c.spr = 104,0
; Win by time over
p1.t.spr = 105,0
p2.t.spr = 105,0
; Win by suicide (here's a fun one)
p1.suicide.spr = 106,0
p2.suicide.spr = 106,0
; Opponent beaten by his own teammate (another fun one)
p1.teammate.spr = 107,0
p2.teammate.spr = 107,0
; Win by perfect (overlay icon)
p1.perfect.spr = 110,0
p2.perfect.spr = 110,0
; Use icons up until this number of wins
useiconupto = 4



